The main reason to develop Masters of Entropy is an old desire to play a good artillery game. Back in the early 2000’s Worms was the artillery game by exelence, and the only one. At least the only good one. The other legendary but even older artillery game is Scorched Earth released in 1991. For me, this two are all the good artillery games ever made, and i felt empty. Scorched Earth is too old and lost some magic. Worms slowly evolutioned and now is no longer an artillery game, but a game where players go right to they rivals and push them. Also i wanted a real artillery game, not cartoon worms fighting (i loved Worms, but i want a flak cannon, real artillery stuff).

The making of the first cannon. Made in Blender 3D, the parts will be used in 2D ingame.

So..

Ten years ago i asked some friends for help to start this proyect, but what i wanted was too advance for us. Now the time has come and MoE is growing fast.

There are three areas where im focusing:

The physics: The fact that everything fly away and collapses turns to be a twist in the artillery genre. And make the game fun to play and observe.

The artillery models: I want the “tanks” to be fictional, but with real life feeling. Like the artillery ingame could be a real life cannon model. Inspired specially in WW2 real cannons, like the german Flak 88MM.

The ballistic: I want variety of weapons, but there are two important points:

All weapons must comply with the basic rule of every artillery game: To calculate angle and power. I dont want “easy” weapons that automatically fly to the enemy, or “click kill”, like in Worm where you simply click a target and a second later a giant donkey falls from the sky killing 3 players.

They must be beautiful to see. I want them to be mesmerizing and generate a pleasure sensation on the player who shoot it. For this im working in a lot of weapons with cluster missiles, with organic movement, with little random behavior.

The weapon list so far is:

Basic: The free unlimited bomb that have nothing special and do little damage

In the year 2008 i was dreaming about making a game “worm” style, an artillery game. In 2011 Shoor was funded and the first proyect we focus on was this game.

First called “Cooperkind: The extraordinary duel of the ballishoodtic brother“, this version of the game was intended to have a really good physics on the terrain, wich would have given it a really interesting twist ingame mechanics compared to other artillery games.

We quickly realized that that was beyond our ability, so we left the proyect on hold.

Almost seven years later, while Juan is working in the port of Aldebaraan, and the rest of us is working on The Dead Astronauts House, a little nostalgic bug bitten me.

Three months ago i started to work again in my first proyect, an artillery game.

The Nuke, some of the first weapons made. Everything you see here are placeholders

Cooperkind’s art style was intended to be steampunk, but this rebirth version will be dieselpunk, so Cooperkind is no longer the proyect’s name.

I already have a working prototype, and i can say that the destruction element in the game will be very relevant.

With that in mind i named it MASTERS OF ENTROPY.

Entropy definition

ˈɛntrəpi

noun

1.

PHYSICS

a thermodynamic quantity representing the unavailability of a system’s thermal energy for conversion into mechanical work, often interpreted as the degree of disorder or randomness in the system.

“the second law of thermodynamics says that entropy always increases with time”

2.

lack of order or predictability; gradual decline into disorder.

“a marketplace where entropy reigns supreme”

Im making the game with Construct 2, wich is not good at all managing physics. Wich means that will have an impact in low spect machines.

Thats why Masters Of Entropy will be a free game, on Steam.

If the game have some relevant succes, i will hire some one to port it to Unreal Engine. But in the meanwhile i work with C2, that is what i know.

This is all for now, the little introduction to MoE. You will hear of it again soon, cose im working really fast on it 🙂